;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Fictional North America - Conflict and Exploitation
;   by Leons Petrazickis (St. Leo), petrazi@sprint.ca
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
10      ; City size for first unhappiness at Chieftain level
18      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
250     ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
25      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
~~~~~~~~,		0,0,  no, no, 0, 0	; AFl	Airbases
~~~~~~~~,		0,0,  no, no, 0, 0	; Alp
~~~~~~~~,		0,0,  no, no, 0, 0	; Amp
~~~~~~~~,		0,0,  no, no, 0, 0	; Ast
~~~~~~~~,		0,0,  no, no, 0, 0	; Ato
Meso Cities,		0,0,	no, no,	0, 0	; Aut	Modern Cities
~~~~~~~~,		0,0,  no, no, 0, 0	; Ban
Bridge-building,	2,0,  nil, nil, 0, 1	; Bri	Bridges
~~~~~~~~,		0,0,  no, no, 0, 0	; Bro
Taverns,		2,0,  nil, nil, 0, 4	; Cer	Temples
Science I,		1,0,  nil, nil, 0, 2	; Che
Science II,		1,0,  Che, nil, 0, 2	; Chi
Science III,		1,0,  Chi, nil, 0, 2	; CoL
Science IV,		1,0,  CoL, nil, 0, 2	; CA
Science V,		1,0,  CA, nil, 0, 2	; Cmb
~~~~~~~~,		0,0,  no, no, 0, 0	; Cmn	Communism
~~~~~~~~,		0,0,  no, no, 0, 0	; Cmp
~~~~~~~~,		0,0,  no, no, 0, 0	; Csc
Fortifications,		3,0,  nil, nil, 0, 0	; Cst	Forts
~~~~~~~~,		0,0,  no, no, 0, 0	; Cor
~~~~~~~~,		0,0,  no, no, 0, 0	; Cur
~~~~~~~~,		0,0,  no, no, 0, 0	; Dem	Democracy
Amphitheatres,		2,0,  nil, nil, 0, 4	; Eco
~~~~~~~~,		0,0,  no, no, 0, 0	; E1
Amphitheatres II,	2,0,  Eco, nil, 0, 4	; E2	Colosseums+1
~~~~~~~~,		0,0,  no, no, 0, 0	; Eng
~~~~~~~~,		0,0,  no, no, 0, 0	; Env
~~~~~~~~,		0,0,  no, no, 0, 0	; Esp
~~~~~~~~,		0,0,  no, no, 0, 0	; Exp	Transforming?
~~~~~~~~,		0,0,  no, no, 0, 0	; Feu
~~~~~~~~,		0,0,  no, no, 0, 0	; Fli
~~~~~~~~,		0,0,  no, no, 0, 0	; Fun	Fundamentalism
~~~~~~~~,		0,0,  no, no, 0, 0	; FP	Fast Spaceships
~~~~~~~~,		0,0,  no, no, 0, 0	; Gen
~~~~~~~~,		0,0,  no, no, 0, 0	; Gue	Partisans
~~~~~~~~,		0,0,  no, no, 0, 0	; Gun	EVIL TECH
~~~~~~~~,		0,0,  no, no, 0, 0	; Hor
Native Cities,		0,0,	no, no,	0, 0	; Ind	Industrial Cities
~~~~~~~~,		0,0,  no, no, 0, 0	; Inv	Renaissance People
~~~~~~~~,		0,0,  no, no, 0, 0	; Iro
~~~~~~~~,		0,0,  no, no, 0, 0	; Lab
~~~~~~~~,		0,0,  no, no, 0, 0	; Las
~~~~~~~~,		0,0,  no, no, 0, 0	; Ldr
~~~~~~~~,		0,0,  no, no, 0, 0	; Lit
~~~~~~~~,		0,0,  no, no, 0, 0	; Too
Ports,			1,0,  Nav, nil, 0, 0	; Mag	Good Triremes
~~~~~~~~,		0,0,  no, no, 0, 0	; Map
~~~~~~~~,		0,0,  no, no, 0, 0	; Mas
~~~~~~~~,		0,0,  no, no, 0, 0	; MP
~~~~~~~~,		0,0,  no, no, 0, 0	; Mat
~~~~~~~~,		0,0,  no, no, 0, 0	; Med
~~~~~~~~,		0,0,  no, no, 0, 0	; Met
~~~~~~~~,		0,0,  no, no, 0, 0	; Min
~~~~~~~~,		0,0,  no, no, 0, 0	; Mob
~~~~~~~~,		0,0,  no, no, 0, 0	; Mon	Monarchy
Ballcourts,		2,0,  nil, nil, 0, 4	; MT	Cathedrals
Taverns II,		1,0,  Cer, nil, 0, 2	; Mys	Temples
Docks,			2,0,  Sea, nil, 0, 4	; Nav	Good Triremes
Taverns III,		1,0,  Mys, nil, 0, 4	; NF	Fast Spaceships
Smooth Hulls,		3,0,  Mag, nil,	0, 0	; NP	Fast Ships
~~~~~~~~,		0,0,  no, no, 0, 0	; Phi	Renaissance People
Naval Tech V,		1,1,  NP, nil,	0, 4	; Phy
Naval Tech VI,		2,1,  Phy, nil,	0, 4	; Pla
~~~~~~~~,		0,0,  no, no, 0, 0	; Plu
~~~~~~~~,		0,0,  no, no, 0, 0	; PT
~~~~~~~~,		0,0,  no, no, 0, 0	; Pot
~~~~~~~~,		0,0,  no, no, 0, 0	; Rad
Great Roads,		4,0,  nil, nil, 0, 1	; RR	Railroads
Growth II,		3,0,  Rfg, nil, 0, 2	; Rec
~~~~~~~~,		0,0,  no, no, 0, 0	; Ref
Farmland,		3,0,  nil, nil, 0, 2	; Rfg	Farmland
~~~~~~~~,		0,0,  no, no, 0, 0	; Rep	Republic
~~~~~~~~,		0,0,  no, no, 0, 0	; Rob
~~~~~~~~,		0,0,  no, no, 0, 0	; Roc
~~~~~~~~,		0,0,  no, no, 0, 0	; San
Wharves,		3,0,  nil, nil, 0, 4	; Sea	Good Triremes
Happiness V,		2,0,  nil, nil, 0, 4	; SFl
Happiness VI,		2,0,  SFl, nil, 0, 4	; Sth
Happiness VII,		2,0,  Sth, nil, 0, 4	; SE
Happiness VIII,		2,0,  SE, nil, 0, 4	; Stl
Happiness IX,		2,0,  Stl, nil, 0, 4	; Sup
~~~~~~~~,		0,0,  no, no, 0, 0	; Tac
Ballcourts II,		1,0,  MT, nil, 0, 2	; The	Cathedrals+1
~~~~~~~~,		0,0,  no, no, 0, 0	; ToG
Finances,		4,0,  nil, nil, 0, 4	; Tra	MUST HAVE
Learning,		1,0,  nil, nil, 0, 4	; Uni
Military I,		1,0,  nil, nil, 0, 0	; War
Military II,		2,0,  War, nil, 0, 4	; Whe
~~~~~~~~,		0,0,  no, no, 0, 0	; Wri
Future Technology,  1, 0,  nil,  nil, 3, 3    ; ...
Anti-Native,		0,0,	no, no,	0, 0	; U1
Anti-Meso,		0,0,	no, no,	0, 0	; U2
Anti-Chinese,		0,0,	no, no,	0, 0	; U3
Anti-Phoenician,	0,0,	no, no,	0, 0	; X1
Anti-Viking,		0,0,	no, no,	0, 0	; X2
Anti-Traders,		0,0,	no, no,	0, 0	; X3
Anti-Caravans,		0,0,	no, no,	0, 0	; X4
Anti-Roman,		0,0,	no, no,	0, 0	; X5
Anti-Irish,		0,0,	no, no,	0, 0	; X6
Anti-Slavery,		0,0,	no, no,	0, 0	; X7	99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,			1,  0,    nil,
Palace,				10, 0,    nil,
Barracks,			4,  0,    nil,
Granary,			6,  0,    nil,
Tavern,				4,  0,    Cer,
Marketplace,			8,  0,    nil,
Library,			8,  0,    Uni,
Courthouse,               8,  0,    no,		;Ignore
City Walls,			8,  0,    nil,
Wells,				8,  0,    nil,
Large Marketplace,		12, 0,    Tra,
Ballcourt,			12, 0,    MT,
Large Library,			16, 0,    Uni,
Mass Transit,             16, 0,    no,		;Ignore
Amphitheatre,			10, 0,    Eco,
Factory,                  20, 0,    no,		;Ignore
Manufacturing Plant,      32, 0,    no,		;Ignore
SDI Defense,              20, 0,    no,		;Ignore
Recycling Center,         20, 0,    no,		;Ignore
Power Plant,              16, 0,    no,		;Ignore
Hydro Plant,              24, 0,    no,		;Ignore
Nuclear Plant,            16, 0,    no,		;Ignore
Great Marketplace,		16, 0,    Tra,
Fountains,			12, 0,    Rfg,
Large Granary,			8, 0,    Rfg,
Merchant Guilds,		20, 0,    Tra,
Great Library,			16, 0,    Uni,
SAM Missile Battery,      10, 0,    no,		;Ignore
Coastal Fortress,          8, 0,    no,		;Ignore
Solar Plant,              32, 0,    no,		;Ignore
Wharf,				6,  0,    Sea,
Dock,				16, 0,    Nav,
Airport,                  16, 0,    no,		;Ignore
Police Station,           6,  0,    no,		;Ignore
Port,				8,  0,    Mag,
SS Structural,            8,  0,    no,		;Ignore
SS Component,             16, 0,    no,		;Ignore
SS Module,                32, 0,    no,		;Ignore
(Trade Benefits),         60, 0,    no,
Colossal Granaries,		20,	20,	Rec,	;Pyramids
Buffalofighting Arena,		20,	20,	SFl,	;Hanging Gardens
University,			20,	20,	CA,	;Collosus
Olaf Leifson's Saga,		20,	20,	Phy,	;Lighthouse
Great Library,            30, 0,    no,
Great Winery,			30,	30,	NF,	;Oracle
Tough Urban Dwellings,		30,	30,	Whe,	;Great Wall
Military Academy,		30,	30,	War,	;Sun Tzu's
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Ballcourt Championships,	40,	40,	Sth,	;Michelangelo's Chapel
Astronomy,			30,	30,	Chi,	;Copernicus'
Great Shipyards,		40,	40,	Pla,	;Magellan's
Cult of Solitude,		30,	30,	SE,	;Shake's
Leonardo's Workshop,      40, 0,    no,
Adraconian Justice,		40,	40,	Stl,	;Bach's
Algebra,			40,	40,	CoL,	;Isaac's
Adam Smith's Trading Co., 40, 0,    no,
Alapessos' Workshop,		40,	40,	Che,	;Darwin's
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
Scientific Grants,		60,	60,	Cmb,	;Seti
Fertility Festival,		60,	60,	Sup,	;Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
@UNITS
Settlers,	nil, 0,  1.,0,  0a,1d,  1h,1f, 9,0,  5, nil,	000000000000000
Slaves,		nil, 0,  3.,0,  0a,2d,  1h,1f,  9,0,  5, no,	000000000000001	;Engineers
Jaguar Knights,	nil, 0,  1.,0,  4a,2d,  1h,4f, 14,0,  3, U2,	000001000000000	;Warriors
Eagle Knights,	nil, 0,  2.,0,  3a,1d,  2h,2f, 12,0,  0, U2,	000001000000000	;Phalanx
Slingers,	nil, 0,  1.,0,  0a,2d,  2h,2f,  2,0,  1, U2,	000000000000001	;Archers
Skirmishers,	nil, 0,  3.,0,  4a,1d,  1h,5f,  3,0,  3, U1,	001001000000001	;Legion
Warriors,	nil, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  1, U1,	000000000000001	;Pikemen
V. Hero,	nil, 0,  2.,0,  8a,1d,  2h,2f,  12,0,  0, no,	000001000000101	;Musketeers
I. Crusader,	nil, 0,  1.,0,  8a,3d,  2h,2f,  12,0,  0, no,	000001000000000	;Fanatics
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Partisans
R. Centurion,	nil, 0,  1.,0,  7a,2d,  2h,2f,  12,0,  0, no,	000001000000001
P. General,	nil, 0,  1.,0,  8a,2d,  2h,2f,  12,0,  3, no,	000001000000001
C. General,	nil, 0,  1.,0,  8a,1d,  3h,2f,  12,0,  0, no,	000001000000001
A. General,	nil, 0,  1.,0,  9a,2d,  2h,3f,  12,0,  3, no,	000001000000001
M. Priestess,	nil, 0,  1.,0,  0a,4d,  3h,1f,  12,0,  1, no,	000001000000001
I. General,	nil, 0,  2.,0,  7a,1d,  3h,3f,  12,0,  0, no,	000001000000001
N. Guide,	nil, 0,  1.,0,  0a,4d,  3h,1f,  12,0,  1, no,	000001000000001
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Elephants
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Howitzer
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Canoe,		nil, 2,  6.,0,  0a,0d,  2h,2f,  1,1,  4, U1,	000000000000001	;Galleon
Junk,		nil, 2,  4.,0,  6a,4d,  2h,2f,  4,1,  2, U3,	000000000000001	;Frigate
Raft,		nil, 2,  6.,0,  4a,0d,  2h,2f,  4,1,  4, U2,	000000000001000	;Ironclad
Bireme,		nil, 2,  4.,0,  4a,1d,  2h,2f,  3,4,  4, X1,	000000000000001	;Destroyer
Trireme,	nil, 2,  8.,0,  6a,1d,  2h,2f,  4,2,  2, X1,	000000000000001	;Cruiser
Curragh,	nil, 2,  4.,0,  6a,3d,  2h,2f,  4,2,  2, X6,	000000000000001	;AEGIS
War Galley,	nil, 2,  3.,0,  5a,2d,  2h,2f,  3,4,  2, X5,	000000000000000	;Battleship
Karv,		nil, 2,  6.,0,  4a,1d,  2h,2f,  2,6,  4, X2,	000000000000000	;Submarine
Knarr,		nil, 2,  6.,0,  6a,2d,  2h,2f,  4,4,  2, X2,	000000000000001	;Carrier
Longship,	nil, 2,  6.,0,  8a,3d,  3h,3f,  6,2,  3, X2,	000000000000000	;Transport
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Cruise Missile
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Nuke
Emissary,	nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, X5,	000000000000011	;Diplo
Cleric,		nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, X6,	000000000000011	;Spy
Caravan,	nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, X4,	000000000000010	;Caravan
Trader,		nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, X3,	000000000000001	;Freight
Chu Ko Nu,	nil, 0,  1.,0, 12a,1d,  1h,4f,  7,0,  3, U3,	000000000000000
Feudal Lord,	nil, 0,  1.,0,  7a,1d,  2h,2f,  5,0,  0, U3,	000000000000000
Peasant Levy,	nil, 0,  1.,0,  2a,3d,  2h,2f,  1,0,  1, U3,	000000000000000
Eleph. Escort,	nil, 0,  4.,0,  0a,3d,  3h,2f,  5,0,  3, X1,	000000000000001
War Elephant,	nil, 0,  4.,0,  6a,2d,  2h,3f,  5,0,  0, X1,	000000000000000
Militia,	nil, 0,  1.,0,  3a,2d,  2h,2f,  1,0,  1, X1,	000000000000000
Knight,		nil, 0,  1.,0,  8a,1d,  2h,2f,  2,0,  0, X6,	000001000000000
Pikeman,	nil, 0,  1.,0,  3a,2d,  3h,1f,  1,0,  1, X6,	000001000000000
Legion,		nil, 0,  1.,0,  7a,2d,  2h,2f,  3,0,  0, X5,	000001000000000
Prefect,	nil, 0,  1.,0,  3a,2d,  3h,1f,  1,0,  1, X5,	000000000000000
Hirdmenn,	nil, 0,  2.,0,  8a,1d,  2h,2f,  5,0,  0, X2,	000000000000100
Gertir,		nil, 0,  1.,0,  3a,1d,  2h,2f,  1,0,  1, X2,	000000000000001

; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 3,   no,  1, 5,  3,  no,  ; Drt
Plains,     1,2,  2,1,0,   yes, 2, 5, 1,   no,  0,15,  0,  no,  ; Pln
Grassland,  1,2,  3,0,1,   yes, 2, 5, 1,   no,  0,10,  0,  no,  ; Grs
Forest,     1,3,  2,1,0,   no,  0, 5, 5,   no,  0, 5,  0,  no,  ; For
Hills,      3,4,  1,1,1,   no,  1,10, 0,   yes, 3,10,  1,  no,  ; Hil
Mountains,  3,6,  0,1,1,   no,  1,10, 0,   no,  1,10,  6,  no,  ; Mou
Tundra,     1,2,  1,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,  ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,  ; Gla - Not Used
Swamp,      3,3,  1,0,1,   no,  0,15, 6,   no,  0,15,  0,  no,  ; Swa
Rainforest, 2,3,  2,0,1,   no,  0,15, 6,   yes, 2,10,  0,  no,  ; Jun
Ocean,      1,2,  2,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,  ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  2,3,0,
Grassland,  1,2,  2,0,1,
Pheasant,   1,3,  3,2,0,
Coal,       3,4,  1,2,1,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,;Not used
Peat,       3,3,  1,4,1,
Gems,       2,3,  2,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,0,1,
Silk,       1,3,  2,2,3,
Wine,       3,4,  1,1,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,;Not used
Spice,      3,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Empire,		Emperor,	Empress
Theocracy,      Emperor,	Empress
Republic,       Dictator,    Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Leif Erikson,	Leia Erikson,	1, 1, 0,	Vikings,	Viking,		0,  0,  1,	3, Berzerker, Berzerker
Brendan,	Brenda,		0, 2, 1,	Irish,		Irish,		-1, -1,  1,	3, Druid, Druid
Hasdrubal,	Dido XIV,	0, 3, 2,	Phoenicians,	Phoenician,      1, -1,  1,
Claudius II,	Livia IV,	0, 4, 2,	Romans,		Roman,		0,  0,  1,	3, Caesar, Caesar
Yizhu,		Yizha,		0, 5, 3,	Chinese,	Chinese,	-1,  0,  1,	3, Son of Heaven, Daugher of Heaven
Moctezuma,	Nazca,		0, 6, 0,	Meso-Americans,	Meso-American,	0,  1, -1,
Orontony,	Orontona,	1, 7, 1,	Natives,	Native,		-1, -1,  0,	4, Chief, Chief
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0, -1,     3, Warlord,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  0, -1,     3, Warlord,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            0, 3, 3, Vikings,     Viking,      1,  0, -1,     3, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Punians,     Punic,       1,  0, -1,     4, Imperator,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful ++++
Enthusiastic +++
Cordial ++
Receptive +
Neutral
Uncooperative -
Icy --
Hostile ---
Enraged ----













